[ARCHIVE] Custom Jutsu Submission - II

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Xicer

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Re: Custom Jutsu Submission

(Kuchiyose no Jutsu: Gama-Gen) Summoning Technique: Hypno Toad
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The Hypno Toad is a special summon from Mount Myōboku that has a single talent, as his name implies, Genjutsu. This is because of the toad's inability to utilize nature manipulation and lack of talent for Tai or Kenjutsu, leading him to focus all of his energies on his illusionary prowess. After many decades of fine tuning his training in these arts, this toad has risen beyond that of normal toads in his home land in this field, being able to cast Genjutsu up to S-Rank, known by the summoner through their extensive training with him. Also, because of the toads will to be more than his limitations make him, he constantly fuels a passive hypnosis that works much like the 3T sharingan, affecting those at the rank of the user and below, except this hypnosis has different effects. It works based on taking away from the opponents concentrations, forcing them to form an additional handseal to perform jutsu. The number of additional handseals is determined by the rank difference between the user and target, one for a target of the same rank, two for a target a rank below, and so on. Like other toads, The Hypno Toad can also utilize toad oil techniques. When it comes to size, he stands a bit taller than an adult male, so about 3 meters in height.

-Requires signing the toad contract
-Can only be summoned once
-Hypnosis effects up to mid range from the toad
-Must be taught by Xicer

Declined - remove the hypnosis part and make it so he can only be summoned for 4 turns.
 
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Penguin

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Re: Custom Jutsu Submission

Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A
Description: The Reversing Penguin is a jutsu the Head Mand'alor Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra in fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique only serves to weaken already enhanced fuuton jutsu by whatever power it was increased from.

Note: Can only be taught by Penguin
Note: Can only be used on Fuuton techniques to get rid of their "enhancement", reducing the jutsu to it's original form
Note: In the case it's enhanced more than once, this technique gets rid the last one applied
Note: Wind lasts four turns
Note: Can only be used three times per conflict

‡ Declined ‡ You can't always gauge which is the "last" enhancement applied with all these instant infusions so you'll need to rework this. I'm fine with the general concept though. For your reasoning on why this is instant, simply state it's a dormant technique and only becomes "active" when the relevant criteria is met.
Fuuton: Pengin o Gyakuten - Wind Style: Reversing Penguin
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A (-20 to wind techniques)
Description: The Reversing Penguin is a dormant elemental ninjutsu Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra being released into fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique is dormant until activated via the opponent empowering their wind techniques with extra chakra.

Note: Can only be taught by Penguin

Note: Wind lasts four turns
Note: Can only be used three times per conflict

‡ Approved ‡
 
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Omega

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Re: Custom Jutsu Submission

(Genjutsu/Kenjutsu|Tanran) - Illusionary Arts/Sword Arts:Avarice
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra cost:40
Damage points:N/A(+20 to the enemy per turn)
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their greed, the sin of intense desire for material gain. As punishment the user will give unto the selfish desires of the heart and allow the enemy to be bound by his own greed. The user's blade will glow yellow, and then the user will perform a powerful thrust toward the enemy's body. Everything that the user comes into contact with, or is already in contact with, will turn into a hot, heavy, pseudo liquid gold. This includes the enemy's clothing/armor. The golden items cause the enemy to believe he has low level burns which are not enough to break him out of the genjutsu, and they become extremely heavy which makes it difficult for him to move around. If the enemy tries to handle objects (such as kunai, shuriken, swords etc) then he will see the objects transform into the searing gold and lose his ability to handle them unless he gets burned. Because he aslo believes these objects to be extremely heavy he will lose his ability to handle them naturally should he decide to deal with the pain. All in all, the burning gold, and the heaviness of it in the enemy's mind make it hard for him to maneuver in reality. If the enemy were to touch the user, then he would see the user turn into liquid gold as well; however, the user would not be affected by his own illusion. Bound by the weight of his worldly passions, and seared by his wealth the enemy will be cleansed of his greed.

Restrictions/Notes:
-must be taught by Omega
-Can only be used 2 times
-No S rank or above genjutsu for two turns
-No S rank kenjutsu next turn

‡ Declined ‡ I'm liking this set of techniques. I have a few questions though. First, look at the bolded. Why does this deal no damage if you're attacking the opponent? Is the Genjutsu initiated after contact is made or before?

(Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia
Rank: D-S
Type: Offensive/Defensive
Range: Short
Chakra cost:10-40
Damage points:20-80
Description: This attack is a kenjutsu developed by religious monks who refused to stain their swords with the enemy's blood. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give his pain to the enemy. When attacked the user's blade will glow green, and he will simply stop the incoming attack with a chakra enhanced blade. The genjutsu is then activated at nearly the same time. After the attack is stopped, the enemy will quickly suffer the wound that mimics the wound the user would have suffered from had the enemy's attack connected. Since this attack is based on the strength of the enemy's attack, the strength of this jutsu varies.

Restrictions/Notes:
-must be taught by Omega
-If S rank application is used then the jutsu can only be used 1 time
-A rank application is used it can be used 1 more time (but S rank application no loner valid)
-B rank and below application can be used 4 times (A rank application no longer valid)
-If S rank application is used no genjutsu S rank or above next turn
-If S rank application is used no kenjutsu S rank or above for next two turns
-This jutsu can block up to A rank elemental jutsu, and S rank non elemental genjutsu.

‡ Declined ‡ Too powerful and too broad as it is. Let's say you use this on an A-Rank fire technique. The opponent becomes charred bones? lmao. Rather than letting this depend on the strength of the technique in question, state what effects occur for each element regardless of it's scale (e.g. first degree burns all over the opponent's body for fire).
(Genjutsu/Kenjutsu|Tanran) - Illusionary Arts/Sword Arts:Avarice
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-Mid
Chakra cost:40
Damage points:80 (-20 to the enemy per turn)
Description: This attack is a kenjutsu that was originally developed by religious monks who refused to stain their swords with the enemy's blood, and later modified. This attack is meant to purify the enemy of their greed, the sin of intense desire for material gain. As punishment the user will give unto the selfish desires of the heart and allow the enemy to be bound by his own greed. The user's blade will glow yellow, and he will perform a powerful thrust at which point the genjutsu is triggered. The enemy will be placed into a genjutsu in which everything that the enemy comes into contact with, or is already in contact with, will turn into a hot, heavy, pseudo liquid gold. This includes the enemy's clothing/armor. The golden items cause the enemy to believe he has low level burns which are not enough to break him out of the genjutsu, and they become extremely heavy which makes it difficult for him to move around. If the enemy tries to handle objects (such as kunai, shuriken, swords etc) then he will see the objects transform into the searing gold and lose his ability to handle them unless he gets burned. Because he also believes these objects to be extremely heavy he will lose his ability to handle them naturally should he decide to deal with the pain. All in all, the burning gold, and the heaviness of it in the enemy's mind make it hard for him to maneuver in reality. If the enemy were to touch the user, then he would see the user turn into liquid gold as well (and thus take on its effects.) ; however, that is only in the enemy’s mind as the user is not affected by his own illusion. Bound by the weight of his worldly passions, and seared by his wealth the enemy will be cleansed of his greed.

Restrictions/Notes:
-must be taught by Omega
-Can only be used 2 times
-No S rank or above genjutsu for two turns
-No S rank kenjutsu next turn

(Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia
Rank: S
Type: Offensive/Defensive
Range: Short
Chakra cost:40
Damage points:N/A (10 per turn due to genjutsu effects.)
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give his pain to the enemy. When attacked the user's blade will glow green as he charges it with chakra, and he will simply stop/deflect the incoming attack with a chakra enhanced blade. (can stop elemental natures A rank and below). The genjutsu is then activated at nearly the same time (albeit afterwards). After the attack is stopped, the enemy will quickly suffer effects based on the element that was used at the time.

Fire: After using a Fire based jutsu the enemy will be placed in an illusion where his body suddenly becomes covered in 1st degree burns. Harboring these burns will hinder the enemy until he is able to break free from the genjutsu.

Water-After using Suiton the enemy will be placed in an illusion where he feels the effects of water intoxication (in imbalance of sodium due to drinking too much water). Water will leak from the enemy’s mouth as he experiences the sensations of nausea, and exhaustion. (effects of water intoxication). Going through such symptoms will make it difficult for the enemy to function properly on the battlefield until the genjutsu is broken.

Earth-After using the Doton element the enemy will first experience a stiffness in his body as it begins to turn to stone. The enemy’s body will begin to crumble away starting with his legs and ending at the enemy’s neck. In reality the enemy is paralyzed due to his belief of losing his body.

Lightning-After using the Raiton element the enemy will feel a quick surge of lightning course throughout his body which causes an intense numbness in the enemy’s mind. With the inability to move due to the numbness of the body, the enemy is open to attacks unless the genjutsu is broken.

Wind-After using Fuuton jutsu powerful gusts from all directions will push against the enemy. During this illusion the enemy will feel a sensation of great pressure coupled with the image of wind blowing from all directions. This will prevent the enemy from moving against the wind thus immobilizing him. Due to the pressure of the wind gusts the enemy is also unable to breathe properly while the illusion is active.

Restrictions/Notes:
-must be taught by Omega
-This jutsu can block up to A rank elemental jutsu, and S rank non elemental genjutsu
-Can only be used twice
-No S rank genjutsu during this turn
-No S rank genjutsu next turn
-No S rank kenjutsu next turn
 
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Edward

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Re: Custom Jutsu Submission

Katon: Baningu Dizaya : Fire Style: Burning Desire
Type: Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user focus his fire chakra chakra into an active or passive fuin barrier which he himself is able to see or perceive. Using his fire chakra, he would superheat the barrier so that it expands forcibly. The barrier continues to expand due to the it until it exceeds its expansion limit, breaking apart its structural lattices thus makes the barrier either crumbles, shatter or tear apart depending on the nature of the barrier. Glass-like barrier would like immediately shatter due to them being extremely brittle, More malleable barrier would either tear before crumbling or pop/burst into bits of what they once were. The crumbling of the barrier appears like when a paper is momentarily burned by embers of fire. If the barrier happens to be close to anyone except the user( up to 2m from them), they are affected by the heat emanating from the expanding barrier which is able to give them 3rd degree burns.
NOTE
-Works on barrier of any rank though when used on elemental barriers, elemental -strength and weakness comes to play.
-3x per battle
-2 turns in-between usage

Declined - I'm sorry but im pretty sure a barrier can't be forced to expand in this way to the point of breaking. Maybe it can be done with wind being created in the barrier pushing outwards expanding it but as a barrier is pure chakra not a substance i don't think heat would effect it in that way.

Fuinjutsu: Guresu- Sealing Art: Grace
Type: Supplementary
Rank: B
Range: Short
Chakra: 20(-20% chakra per turn)
Damage: N/A
Description: A fuin seal that activates on the user's person. By pressing chakra into any part his body, the user is able to write the seal. The seal only works on jutsu donned on the user's body. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc.
Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand.
NOTE: Can only be used on chakra or elemental techniques connected to/worn on the user's body like armour, bracers, gauntlets, etc.
NOTE: Can not be used on offensive techniques.
NOTE: 3x per battle
NOTE: Can not work on modes

Declined - i'm sorry but this can just be abused so badly and be so OP and helps you bypass the need for Y/Y. If you make it useable once, and only on A ranks and below but give a turn limit for it. So like if you use nagashi, place this seal, lasts for 5 turns but means you can focus other elements, that i can allow at a push

Ototon: Semai Bijon - Sound: Narrow Vision
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description:
The user focuses sound chakra into his mouth and spits out a single needle of focused low frequency high amplitude sound. This needle is vey fast due to its tiny size and because it is traversing through a tiny area in air medium. The needle would be moving at very fast speed. The needle can not be clearly seen for those who are able to track it but a small buzzing sound could be heard emanating from the needle and can only be heard once its in short range vicinity. The needle is able to pierce through any physical object with ease leaving a clear cut and precise incision through it while continuing towards the distance except it is actually stopped. The incision is actually a preparation for the main assault that follows. As the needle creates a hole in the solid entity, it transfers its vibration through it making the solid object begin to resonate violently and would begin to decay from inside out due to the vibrational energy tearing through the opened space the needle has created before hand. Decay used in the contest is as a result of the appearance of the affect of the destruction of the object as it crumbles from inside out due to the extreme vibration eating through the objects physical structure.
NOTE
-Cannot work on lightning and fire that does not have solidity within them.
-Can work on multiple objects if they are on a straight line
-2x per battle
-2 turn inbetween usage
-No S-rank sound the next turn this is used

Leaving for NK

♪ Declined, DNR. This is like the dollar store brand Decay Release. ♪
 
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Kryptiic

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Re: Custom Jutsu Submission

Fuin Training:

Fuuinjutsu: Deddozōn | Sealing Technique: Dead Zone
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn, and an additional 20 chakra to shut down an opposing space/time technique.
- Can only shut down two A rank space/time tehcniques and three B rank S/T techs, however it is effective against an unlimited number of C rank and below S/T techniques. Once triggered the barrier lasts for that turn to interfere with S/T techniques.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.

Declined - It's a brilliant idea but can be used way too much. Tone it down to 4 uses in total, A ranks and below, lasts for one turn once activated.
 
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Avonomemi

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Re: Custom Jutsu Submission

(Ninjutsu/Doton: Suna monsutā) Ninjustu/Earth Release: Sand Monster
Type: Offensive, Defensive
Rank: B
Range: Short
Chakra: 30
Damage: 60
Description: This is an advanced form of ninjustu fused with "Earth Release: Mud shift" to give the mud statue "life", by life doesn't mean the ability to move, talk or form chakra but rather to respond to stimuli(chakra). The user weave a tiger hand seal and infuse their chakra into the mud statue by placing their hand on the ground, this grant the mud statue the ability to react to foreign chakra that come within its sensory range (short). At its will, once it detect a strange chakra it distort into a fluid state and spread outward to capture the foreign chakra and rail the chakra inward as it distort again back into its mud state now with the target caught within it. An added bonus to this ability; the more the target struggle the more firmly it holds on to the target until the target is rubbed off life. While trapped, it feed off the trapped target chakra and feed it to the user (30 chakra points per turn) and it can spit out the trapped chakra for reasons termed as "danger" that is chakra either corrupt, poisoned or harmful toward the mud statue and user.

Restrictions:
• Must perform Mud Shift Technique beforehand.
• The ninja must be within mid range from the mud statue for the transfered chakra to be received.
• Can only be used twice per battle.

Approved - go catch you some ninja xd

Link to
 
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Gobi Gobletsson

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Re: Custom Jutsu Submission

(Hachimon: Yoake Musu) - Eight Gates: Dawn Moose
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Cost: 60
Description: Achieved through the opening of Tomon, the Gate of Limit. Gaining the excelled prowess through the activations of the gates, the extra amount of chakra that streams through the user's system, he makes use of his overall body. Similiar to how a person would block an incoming punch, kick or attack, we tense our muscles in that particular location, in order to reduce the damage. While the technique is based upon this, it carries a much more advanced usage. This technique requires that he user stops his current movement, however only for instant, and within that instant the user will immediately tense his entire body to the point of vibration unleashing a minor omni-directional of pure energy achieved through the gates. It covers the parameters of short-range completely pushing away dangers in question, sending them sprawling away. The technique empowers as the user continues to open their Gates, 6th, 7th which only makes the technique carry a stronger punch, while the 8th Gate would allow the wave to even reach Mid-range. The technique itself can only be used a total of three times a fight, and only once while under the influence of the Gate of Death. After usage, the following Taijutsu technique gains a decrease in damage equalling 10 points.

Declined - Even with the surge of chakra running through your body i feel tensing like this wont cause the desired effect. And to be quite honest, when the gates are open from the pure strain of your movements i'm pretty sure when you reach the 5th gate all your muscles would be tensed anyway to the point of ripping.
Resubmitting

(Hachimon: Yoake Musu) - Eight Gates: Dawn Moose
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Cost: 60
Description: Achieved through the opening of Tomon, the Gate of Limit. Gaining the excelled prowess through the activations of the gates, the extra amount of chakra that streams through the user's system, he makes use of his overall body. Through a tremedously fast 'sharp' movement(i.g swinging all limbs outwards or so) the user is capable of causing said movement to the point of vibration unleashing a minor omni-directional wave of pure energy achieved through the gates. It covers the parameters of short-range completely pushing away dangers in question, sending them sprawling away. The technique empowers as the user continues to open their Gates, 6th, 7th which only makes the technique carry a stronger punch, while the 8th Gate would allow the wave to even reach Mid-range. The technique itself can only be used a total of three times a fight, and only once while under the influence of the Gate of Death. After usage, the following Taijutsu technique gains a decrease in damage equalling 10 points.

Declined - if you swing your arm forwards how would it create a wave of energy behind you?

(Kuchiyose no Jutsu: Chocobo) - Summoning Technique: Chocobo

Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Chocobo is a basilisk the size of a good sized stallion, with four-toed feet, scaled legs and large webbed wings, and a scaled neck long neck. It carries a long and sharp beak, and beautiful crest head. At every joint, the back side of the legs and the chest, feathers emerge in dull yet calm colours. Running down from head to tail, webbed spikes emit. On the back in between the wings of the beastie, a saddle is designed for the summoner to sit in, along with riding harness. Chocobo is fast and versatile, capable of both high speeds running and flight. With its inherited ability, it's able to spread a venomous poison, however unlike its other family members, Chocobo is capable of unleashing a plume of poison from the pores of each webbed wing. Inhalation of the poison would kick in after two turns, making the affected, incapable of using their maximum power thus restricting affected targets to two jutsus per turn for the rest of the battle. Explusion of venom however can only be used thrice a battle, and stays on the field for two turns(C-rank). While Chocobo carries a poison, its main feat lies in his swiftness, quick on feet and in air(x1.5 the average Kage ranked ninja's base speed on land and twice as fast as the average kage ranked ninja while flying[/B]), easily able to out-maneuvering incoming techniques and projectiles either through quick dashes, or heavy flaps of its large wings. Of course, using this ability would count towards the 3 turns per move. Chocobo stays 4 turns unless dispersed. Chocobo's scales have proven resistent against Taijutsu, being unharmed from A-rank and below, whilst facing Ninjutsu(Elemental or not), they have been shown durable enough to deflect B-rank and below.
~ Visual presentation



Approved here:

(Henge: Gishiki Sento Hanesu) - Transformation: Ceremonial Battle Harness


Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn transformed)
Damage points: N/A
Description: Chocobo, Amaimon's personal basilisk summoning, will by its own chakra transform into a battle harness, charatertized by the durability given by Chocobo's scales, and its feathery look, accompanied with a headdress looking almost alike to a tribal armour. The headdress itself is like any other traditional native-cultured head wear, aside from the fact that beneath is a scaled helmet formed as a bird head, which the headwear is simply attached to. As the battle harness is consisting of flexible scales and feathers, it allows to cover the entirety of Amaimon's body giving an overall defense corresponding to Chocobo's own restrictions and limitiations. While under the influence of the Henge, Chocobo's duration on the field is suspended untill damaged properly to reverse summon itself, or simply transform back, where it will continue as it was left. While using the transformation technique, Chocobo still retains the ability to exude mists of toxic from it's bodice, also corresponding to the restrictions and limitations of Chocobo's summoning technique. While this mist could prove harmful to the user, the beak given from the helmet can be shut down as a visor, working as a functional gas mask. Lastly, but not least, Chocobo's transformation allows for manipulation of feathers running along the arms, back, etc. of the user. Essentially hardening them and stirring them in desired location as functional thrown daggers, however small and thinner yet capable of being proven lethal. This Henge transformation, can of course, only be used by Chocobo itself.
Note: Can only be used twice per battle
*


^Reference to the above.

(Gishiki Sento Hanesu: Feza no Arashi) - Ceremonial Battle Harness: Feathered Tempest
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40 is used lone +20 if used with other jutsu
Description: The technique revolves around the usage of the Ceremonial Battle Harness achieved through the Basilisk summoning Chocobo. It carries the inheriented ability to expell the feathers that run along it's arms, legs and back and head included. Chocobo sacrifaces a portion of chakra in order to expell these with an extraordinary explusion of chakra output, which will result in i.e a swinging limb would where upon the feathers would be shot, said limb would either be shot forwards or backwards with immense speed, increasing the attack by a total of +20. This however is depending in which direction the feathers were shot. This can prove viable in most situation where the target would either try to evade the attack, or the user would be in the need of retreating their limb from dangerous by higher speeds than regularly. This technique can only be used thrice. A total of one turn before each usage as the feathers would have to regrow first.

Approved - made edits
 
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Vegeta

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Re: Custom Jutsu Submission

to resubmit
Fuuinjutsu: Do~ūmu no jikan*(Sealing Arts: Doom's Time)
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (-10 Per Turn)
Damage:N/A
Description:*The user will perform a single handseal and release millions upon millions of razor thin barrier stemming from himself and spanning out in every direction. The barriers will only react if another body touches them, and nothing else. So any elemental or otherwise technique will not be affected by the barrier whatsoever. Whenever another being reaches this barrier it will be activated. The barriers will begin to constantly be made and pushed outwards towards the opponent (but never extending past its range) so that with every centimeter the opponent tries to move towards him, they must resist the barriers being made and pushing out to them. This does no harm to the opponent, but it slows them down and thus gives the user more time to react, giving the user the equivalent of the additional reactions and tracking of Tobirama when this technique is in use. The barriers, stemming from the user, move with him as well and thus he may move as he wishes.
-Can be used twice per battle
-Lasts 4 turns
-No A rank and above fuuin til the next turn
-Speed boosts for the user are nullified while this technique is active


Declined - describe how much it slows them and time between barriers, and explain the rank of each push, because if you are constantly making barriers, not all of them are A rank, the power of the the jutsu overall is A rank

Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom)
Type:Supplementary
Rank:A
Range:Short
Chakra:30 (-10 per turn)
Damage:N/A
Description: This seal may be passively applied to the users bio, or it can be applied in the form of the Kanji for "Repeat" forming on the user's body in mid battle. When this seal is applied it remains active until the end of the battle. When active, it forms an almost skin tight barrier over the user and any weapons he may holding at the time, the color of such barrier being dependent on the user. This barrier is basically dormant and does absolutely nothing until 2 conditions are met. The first is that the user must be using a taijutsu or kenjutsu technique. The second is that while using the aforementioned type of technique, the user is touching an elemental technique made up of another being's chakra. When these two conditions are met, the barrier will absorb 10 chakra (note that this doesn't meant it takes anything away from its rank or power) from the jutsu it is touching and immediately use that chakra to passively infuse itself with whatever type of chakra that it absorbed. It should be noted that this gives the barrier no inherent power nor defenses, but what it does do is combine the chakra absorbed with the power of the Taijutsu or Kenjutsu move in order to give it an elemental infusion, making it play on equal terms with the whatever element it is touching at the time. This will also allow the users Tai/Ken techniques to interact with an opposing elemental jutsu without the user getting hurt, as again, the raw power of these types of techniques from the user now have the same elemental infusion as a type of coating over them against the technique they would be used against. For example, due to having an elemental coating over it, the user could the D rank Slap technique to slap a D rank fire ball out of the way. And again, the barrier is merely providing protection, the users tai or kenjutsu is providing the power to truly compete. In the event that the opponent uses a KG or CE that the user doesn't know, the user can choose to infuse the barrier with any chosen element that he knows, however this will cost him a move. If the barrier absorbs chakra from an opposing technique, it will negate the cost of 10 chakra for that turn due to the chakra absorbed fueling it.
-The activation may be passively done but counts as a move slot

Declined - no restrictions on an A rank that allows you to pretty much tank any element, and the last part about choosing an element against kgs and c.es is a no.
-Resub-
Fuuinjutsu: Do~ūmu no jikan*(Sealing Arts: Doom's Time)
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (-10 Per Turn)
Damage:N/A
Description:*The user will perform a single handseal and release millions upon millions of razor thin barrier stemming from himself and spanning out in every direction. The barriers will only react if another body touches them, and nothing else. So any elemental or otherwise technique will not be affected by the barrier whatsoever. Whenever another being reaches this barrier it will be activated. The barriers will begin to constantly be made and pushed outwards towards the opponent (but never extending past its range) so that with every centimeter the opponent tries to move towards him, they must resist the barriers being made and pushing out to them. This does no harm to the opponent, but it slows them down and thus gives the user more time to react, giving the user the equivalent of the additional reactions and tracking of Tobirama when this technique is in use (ie; Tobirama's reaction is 3x so it slows them down x3). The barriers, stemming from the user, move with him as well and thus he may move as he wishes.
-Can be used twice per battle
-Lasts 4 turns
-No A rank and above fuuin til the next turn
-Speed boosts for the user are nullified while this technique is active

‡ Approved ‡ Edited.

-dropping the rank because the barrier does nothing-
Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom)
Type:Supplementary
Rank: B
Range:Short
Chakra: 20 (-10 per turn)
Damage:N/A
Description:This seal may be passively applied to the users bio, or it can be applied in the form of the Kanji for "Repeat" forming on the user's body in mid battle. When this seal is applied it remains active until the end of the battle. When active, it forms an almost skin tight barrier over the user and any weapons he may holding at the time, the color of such barrier being dependent on the user. This barrier is basically dormant and does absolutely nothing until 2 conditions are met. The first is that the user must be using a taijutsu or kenjutsu technique. The second is that while using the aforementioned type of technique, the user is touching an elemental technique made up of another being's chakra. When these two conditions are met, the barrier will absorb 10 chakra (note that this doesn't meant it takes anything away from its rank or power) from the jutsu it is touching and immediately use that chakra to passively infuse itself with whatever type of chakra that it absorbed. It should be noted that this gives the barrier no inherent power nor defenses, but what it does do is combine the chakra absorbed with the power of the Taijutsu or Kenjutsu move in order to give it an elemental infusion, making it play on equal terms with the whatever element it is touching at the time. This will also allow the users Tai/Ken techniques to interact with an opposing elemental jutsu without the user getting hurt, as again, the raw power of these types of techniques from the user now have the same elemental infusion as a type of coating over them against the technique they would be used against. For example, due to having an elemental coating over it, the user could the D rank Slap technique to slap a D rank fire ball out of the way. And again, the barrier is merely providing protection, the users tai or kenjutsu is providing the power to truly compete. If the barrier absorbs chakra from an opposing technique, it will negate the cost of 10 chakra for that turn due to the chakra absorbed fueling it. To clarify, the barrier itself does no damage and provides no defense. It only coats the users taijutsu and kenjutsu techniques in the same opposing element that the user is touching at the time, allowing the user to interact equally with an element he normally wouldn't be able to using those fields (such as fire) without being hurt. Without a taijutsu or kenjutsu move used with this barrier, the barrier is pretty much useless.
-The activation may be passively done but counts as a move slot
-Only works on the Basic Five Elements
-Can only be used four times per battle

‡ Approved ‡ Edited.

Fuuinjutsu: Nankaina oshie - Sealing Arts: Arcane Teachings
Type:Supplementary
Rank:A
Range:Short
Chakra:N/A (+10 chakra per technique)
Damage:N/A
Description:**To understand this technique, one must understand that handseals are simply a way to limit the chakra that goes into a technique. Each handseal limits the chakra in a unique way and when chained together to form techniques, they make the users chakra form a certain way to release it. Seals can work in the same way. They may seal certain chakra points in a person's body and seal the total amount of chakra that a person may use at any given time. This seal combines these two aspects into one technique. By having a tattoo of all 12 handseals on the user's body, he may focus chakra into up to 5 of them when using a technique. The seals will passively rearrange themselves along the users body corresponding to the seals and the order of them that are used in the technique. When each seal on the user's body is filled with chakra, it will in turn seal the users chakra pathways to match that of the handseal it represents. Thus, the user can replace up to 6 handseals of any technique through these seals. The user may choose 3 fields out of Ninjutsu, Fire, Water, Wind, Lightning, Earth, or Fuuinjutsu that he may apply this too. However, the body has an averse reaction to this type of short cut, and every field besides the ones he chose requires double the amount of seals as usual and they are done at a slower pace (Jounin level) than usual.
-Is always active and must be posted at the beginning of the battle. User must state the chosen fields in bio or at beginning of the battle and once choosen they can't be changed
-Negates the specialty elements in a user's bio if the fields chosen aren't one of those elements

‡ Pending ‡ Leaving for another mod.

Declined - a brilliant idea but it's just too much. Each seal needs a limit, maybe 3 per use. I can see how OP this could be if i chose it for say fire, replace all fire jutsu handseals with this seal and by that effect you gain the passive ability of the fire sword.
 
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Re: Custom Jutsu Submission

Fuuinjutsu/Doton: Dōtoku (Sealing Arts/Earth Style: Morality)
Type:Supplementary
Rank:A
Range:Short
Chakra:30 (Activation) (Then -15 per turn)
Damage:N/A (-40 to all physical techniques if still activated at the time of the strike)
Description: This technique comes in the form of a seal, resembling a tattoo, that is passively inscribed on the user's chest before battle and directly connected to his chakra center via his own chakra once activated. It can also alternatively be applied to the user during battle via sealing tag.. The seal is infused with an abundance of very light and free type of earth chakra, similar to that of "Earth Release: Ultra Light-Weight Rock Technique". Designed to close the gap between Taijutsu/Kenjutsu and Ninjutsu, this seal may be activated at will, whenever the user wishes, due to being so intricately connected to his chakra, but may only be used in combination with a Taijutsu or Kenjutsu technique. Whenever he wills it and performs such a technique, the seal may activate. When it does, the user will become infused with the lightened earth chakra and thus his entire body will be lightened several times over whilst performing certain actions during the technique. Any technique that requires, jumping, dashing, rolling, or any sort of potentially evasive action is now maximized due to the user's now lightened body. His jumps are higher, his dashes and rolls are faster, and things of that nature. Due to this, whenever he uses a jutsu that employs any of these actions, he is able to use them to simultaneously dodge incoming ninjutsu techniques since he is able to do these actions far beyond what a normal ninja would be able to. While the user still is not able to simply leap above things like Majestic Annihlation, he may still dodge any ninjutsu technique that is up to 10 meters in any dimension in its size with the aforementioned ways. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same timeframe due to it only being activated once these moves are used, it of course takes up a move slot.
-Can be activated twice per battle
-Lasts 3 turns each activation

-Can only be used with Taijutsu or Kenjutsu techniques

Leaving for NK as he checked it before

‡ Approved ‡ Nice technique.



Dropping above

[Kangae raremasen (Unthinkable)
Type: Weapon
Rank:S
Range:Short
Chakra:N/A
Damage:N/A
Description: Unthinkable is a full silver colored suit of armor. created by a genius shinobi. Sometimes it features small different cosmetic changes in different battles, such as the occasional bezel or regalia on the user's shoulders or elbows, but no matter what, it is always a full body silver suit made of chakra metal. Unthinkable was designed to be the users ultimate weapon, his only weapon that he'll ever need, his sword and shield. It is specialized to be utilized in Fuuinjutsu, and as such is sealed to the users body by an unbreakable seal (unless undone by the user) on the inside of the suit. Not only that, but it is also sealed with another seal of such magnitude that so intricately ties the suit to the users body and chakra system that it may as well be the users skin. Due to this seal, the user may create jutsu directly from the suit, just as if it came from the users actual body. The real beauty of the suit comes in the utilization of Fuuinjutsu techniques, however. Any seal that must be applied to the users body, can instead be applied to the suit due to it being so close to the users skin. The suit may also be applied with written scrolls such as "( Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" , so that the user may use this technique straight from the suit rather than a scroll (both of these things must be stated in the users bio). Finally, the user may keep different types of Sealing tags within the suit that can be pushed out through the hands and feet of the suit to tag whatever he may need. At times, when the user is utilizing fuuinjutsu through the suit, it has been known to glow a dull red all over it with ancient symbols. The creator of this suit really meant it when they wanted it to be the users only weapon. Every single inch of Unthinkable is extremely sharp, as the chakra metal it was created with is microscopically serated in order to achieve this goal, and as such it is essentially one giant blade. As such, every technique that can be used with a bladed weapon (except "Shuriken Shadow Clone Jutsu") can be used to enhance Unthinkable. The creator also made the limbs of Unthinkable extremely sharp, like a sword. Therefore the user can use any Kenjutsu technique through the limbs of Unthinkable. Unthinkable only offers protection against basic C rank techniques but, due to the seal that basically makes the suit the user's skin, it won't come off unless the user wills it in any circumstances. However, beyond C rank damage, the user will be hurt by any attacks that hit Unthinkable just as he would as if he were wearing nothing.
Unthinkable glowing red the power of fuuinjutsu
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Looks of the suit
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Declined - really nice weapon but remove the bolded and mention of such seals. Seals that are applied to your body being applied to the suit works fine, but seals from scrolls and such is too much for my liking. You may want to add that it doesn't hinder your movement also. C rank defense is fine. But due to it being made from chakra metal it should be vulnerable to lightning.
Kangae raremasen (Unthinkable)
Type: Weapon
Rank:S
Range:Short
Chakra:N/A
Damage:N/A
Description: Unthinkable is a full silver colored suit of armor. created by a genius shinobi. Sometimes it features small different cosmetic changes in different battles, such as the occasional bezel or regalia on the user's shoulders or elbows, but no matter what, it is always a full body silver suit made of chakra metal. Unthinkable was designed to be the users ultimate weapon, his only weapon that he'll ever need, his sword and shield. It is specialized to be utilized in Fuuinjutsu, and as such is sealed to the users body by an unbreakable seal (unless undone by the user) on the inside of the suit. Not only that, but it is also sealed with another seal of such magnitude that so intricately ties the suit to the users body and chakra system that it may as well be the users skin. Due to this seal, the user may create jutsu directly from the suit, just as if it came from the users actual body. The real beauty of the suit comes in the utilization of Fuuinjutsu techniques, however. Any seal that must be applied to the users body, can instead be applied to the suit due to it being so close to the users skin. Finally, the user may keep different types of Sealing tags within the suit that can be pushed out through the hands and feet of the suit to tag whatever he may need. At times, when the user is utilizing fuuinjutsu through the suit, it has been known to glow a dull red all over it with ancient symbols. The creator of this suit really meant it when they wanted it to be the users only weapon. Every single inch of Unthinkable is extremely sharp, as the chakra metal it was created with is microscopically serrated in order to achieve this goal, and as such it is essentially one giant blade. As such, every technique that can be used with a bladed weapon (except "Shuriken Shadow Clone Jutsu") can be used to enhance Unthinkable. The creator also made the limbs of Unthinkable extremely sharp, like a sword. Therefore the user can use any Kenjutsu technique through the limbs of Unthinkable. Unthinkable only offers protection against basic C rank techniques but only D rank Lightning due to its metallic nature. Due to the seal that basically makes the suit the user's skin, it won't come off unless the user wills it in any circumstances. However, beyond C rank damage, the user will be hurt by any attacks that hit Unthinkable just as he would as if he were wearing nothing. Unthinkable is almost just like the user's skin due to it's tight bond with the user. As such, it does not hinder his movement at all.
Unthinkable glowing red the power of fuuinjutsu
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Looks of the suit
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‡ Approved ‡ Nice weapon.

(Doton/Fuuinjutsu: Saidowaindā) Earth Style/Sealing Arts: Sidewinder
Type:Supplementary
Rank:A
Range:Short
Chakra:30
Damage:N/A (+40 to all physical techniques when activated at the time of the strike)
Description: The brother technique to "Sealing Arts/Earth Style: Morality", of course used in a similar manner. Whereas Morality lightens the body in aid of a Taijutsu or Kenjutsu attack, Sidewinder makes the body heavier and more dense. Sidewinder comes in the form of a seal that is passively applied to the user's body before battle that is filled with a very heavy type of earth chakra, similar to that of "Earth Release: Super Added Weight Rock Technique". When the user wills it, the seal will passively activate alongside a taijutsu or kenjutsu move, increasing his weight many times over as well as momentum at just the right moment to deliver a devestating strike. The increased weight will cause a large jump in the amount of damage that the user can create while utilizing this technique. While this jutsu may be used in combination with a taijutsu or kenjutsu move in the same time frame, it of course takes up a move slot. Needless to say, at the moment of activation this will alow the user down in certain situations, leaving a possible opening for the opponent when this is used.
-Can be activated 5 times per battle.
-Can only be used with Taijutsu or Kenjutsu techniques

‡ Declined ‡ Clashes with Better's CFS.

(Fuuinjutsu: Meiji no mokushiroku) Sealing Arts: Revelation Of The Mage
Type:Supplementary
Rank:C
Range:Short
Chakra:15
Damage:N/A
Description: Fuuinjutsu usually comes in 3 variations, Barriers, Sealing Tags, and Scrolls. The important thing to note with scrolls, and sealing tags, is that they are almost exactly the same, save for the fact that the scroll has a longer sealing inscription on it. They both are inscribed with kanji that release the effect of the kanji when they are fully revealed. As such, the creator of this technique realized that scrolls were difficult to utilize once the user had some sort of body armor on him, due to the fact that the armor may slow him or leave him without access to his scroll holder. With this in mind, the creator found a way to seal the inscription of any scroll based technique onto his body, armor, or weapon so that he would save an immense amount of time between actually retrieving the scroll and using it. In this way, the scrolls now function as if it were a sealing tag inscribed onto the user's body, armor, or weapons. They require no extra preperation or seals to use, and can be used directly from whatever point they are sealed on. The user must actually have these scroll based jutsu on his person to utilize them before this. Even when using this technique, all restrictions of the scroll based technique used must be followed.
-This technique is always active but must be posted in the users bio or before the fight
-Any sealed scrolls must be posted before the fight or within the user's bio
-The scroll techniques used must be posted as normal in the fight, taking both a move and timeframe slot, the only difference in usage being that they come from the sealing point.

Declined - Really nice idea but need to limit it to a max of 4 seals in totla on your bio, which must be stated in your bio or at the start of the fight. You can have these replenish after each nw fight though if you have to time to.

‡ Pending ‡ Leaving for another mod.
 
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Hell Autarch

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Re: Custom Jutsu Submission

The Dolphin Summoning Contract has been dropped

New Custom Summoning Contract Submission

Summoning Animal: Bombardier Beetle
Scroll Owner: Hell Autarch
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description of the Animal in Real Life:

Bombardier beetles are ground beetles (Carabidae) in the tribes Brachinini, Paussini, Ozaenini, or Metriini—more than 500 species altogether. Bombardier beetles inhabit all the continents except Antarctica. They typically live in woodlands or grasslands in the temperate zones but can be found in other environments if there are moist places to lay their eggs. Most species of bombardier beetles are carnivorous, including the larva. The beetle typically hunts at night for other insects, but will often congregate with others of its species when not actively looking for food. Like most beetle species, the Bombardier beetles possess an extremely resilient exoskeleton, and the capability of flight. The beetle generally depends upon its eyes, and antenna as sensory organs, the latter which is used for the sense of smell. They're most notable for the defense mechanism that gives them their name: when disturbed, they eject a hot noxious chemical spray from the tip of their abdomen with a popping sound.

The spray is produced from a reaction between two chemical compounds, hydroquinone and hydrogen peroxide, which are stored in two reservoirs in the beetle's abdomen. When the aqueous solution of hydroquinones and hydrogen peroxide reaches the vestibule, catalysts facilitate the decomposition of the hydrogen peroxide and the oxidation of the hydroquinone. Heat from the reaction brings the mixture to near the boiling point of water and produces gas that drives the ejection. The damage caused can be fatal to attacking insects. Some bombardier beetles can direct the spray over a wide range of directions. The boiling, foul-smelling liquid partially becomes a gas by flash evaporation and is expelled explosively through an outlet valve, with a loud popping sound. The beetles' glands store enough hydroquinone and hydrogen peroxide to allow the beetle to release its chemical spray roughly 20 times. In some cases this is enough to kill a predator.

Background of the Animal in the RP:

The Bombardier Beetles originate from Las Noches, a massive forest present in the Land of Demons. The Bombardier Beetles are generally prideful and haughty, an attitude they've developed after having been directly responsible for the annihilation of numerous Clans in the Land of Demons. All Bombardier beetles possess the capability of flight, a generic ability they share with numerous of their 'relatives'. Their true wings are however covered with an organ, the elytra which serves to cover the hind part of the body and protect the wings. The beetles generally utilize their antennae as a primary organ for smell, but can alternatively be utilized the physical environment. Every single Bombardier beetle specie possesses an extremely hard and tough exoskeleton, made up of numerous plates called sclerites. They serve to protect the beetle from damage but to also provide flexibility and quick movement, easily the equivalent of a S-Class Ranked Shinobi's speed for B-Rank Summons, Sannin Ranked Shinobi's speed for A-Rank Summons and Kage Ranked Shinobi's speed for S-Rank Summons. What primarily allows the Bombardier beetles to develop their own 'unique' identity is they are able to spray extremely hot, and foul chemicals from their abdomen, either pressurized or omnidirectional. The chemicals are extremely hot and corrosive, easily burning through the targets flesh. The beetle themselves are naturally unaffected by the chemicals, and all those who sign the contract are similarly immune. This ability can be used by all Bombardier beetle summons, and counts as one of three moves per turn. The user does not however necessarily have to summon a beetle, and can choose to summon a Bombardier beetle larvae instead. The latter possess the capability to engage in metamorphosis, which works on the same basis as a snakes skin shedding, with the only exception being that it transforms the larvae into an adult beetle.

The Bombardier Beetles who had historically resided in Las Noches were subjugated by shinobi from the Land of Demons sometime after the First Shinobi War. The Bombardier Beetles were placed under a Genjutsu by the followers of Moryo, a demon that was imprisoned in the Land of Demons. This slavery and servitude to the shinobi of the Land of Demons continued for centuries, with the beetles being used in inter-clan wars and being responsible for thousands of deaths in each war. However, during one of these wars, the beetles would eventually break their shackles of servitude and massacre all of their previous masters. With time, the art to summon a Bombardier beetle would be lost and the beetles would freely live in Las Noches. Many years later however, Baraggan Louisenbairn would eventually encounter the Bombardier beetles in the Land of Demons and seeking to acquire a suitable summoning animal, he would defeat the Boss of the Bombardier beetles in combat. With their pride tarnished, the beetles would relent to becoming Baraggan's Summoning Animals but would secretly hold a grudge against him, ever mindful of how he had humiliated them.

All Signers of the Bombardier Beetle Contract can have on their person, should they desire, a Summoning Scroll and/or Tattoo, both of which can be given/administered by the current Contract Owner during the training session for the Summoning Contract.
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Declined - I said i'd recheck this. I'm not going to allow omnidirectional spraying. You can spit it out of your summons mouths much like toad oil is, then it can't be controlled after that without med training.
Changes in bold

New Custom Summoning Contract Submission

Summoning Animal: Bombardier Beetle
Scroll Owner: Hell Autarch
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description of the Animal in Real Life:

Bombardier beetles are ground beetles (Carabidae) in the tribes Brachinini, Paussini, Ozaenini, or Metriini—more than 500 species altogether. Bombardier beetles inhabit all the continents except Antarctica. They typically live in woodlands or grasslands in the temperate zones but can be found in other environments if there are moist places to lay their eggs. Most species of bombardier beetles are carnivorous, including the larva. The beetle typically hunts at night for other insects, but will often congregate with others of its species when not actively looking for food. Like most beetle species, the Bombardier beetles possess an extremely resilient exoskeleton, and the capability of flight. The beetle generally depends upon its eyes, and antenna as sensory organs, the latter which is used for the sense of smell. They're most notable for the defense mechanism that gives them their name: when disturbed, they eject a hot noxious chemical spray from the tip of their abdomen with a popping sound.

The spray is produced from a reaction between two chemical compounds, hydroquinone and hydrogen peroxide, which are stored in two reservoirs in the beetle's abdomen. When the aqueous solution of hydroquinones and hydrogen peroxide reaches the vestibule, catalysts facilitate the decomposition of the hydrogen peroxide and the oxidation of the hydroquinone. Heat from the reaction brings the mixture to near the boiling point of water and produces gas that drives the ejection. The damage caused can be fatal to attacking insects. Some bombardier beetles can direct the spray over a wide range of directions. The boiling, foul-smelling liquid partially becomes a gas by flash evaporation and is expelled explosively through an outlet valve, with a loud popping sound. The beetles' glands store enough hydroquinone and hydrogen peroxide to allow the beetle to release its chemical spray roughly 20 times. In some cases this is enough to kill a predator.

Background of the Animal in the RP:

The Bombardier Beetles originate from Las Noches, a massive forest present in the Land of Demons. The Bombardier Beetles are generally prideful and haughty, an attitude they've developed after having been directly responsible for the annihilation of numerous Clans in the Land of Demons. All Bombardier beetles possess the capability of flight, a generic ability they share with numerous of their 'relatives'. Their true wings are however covered with an organ, the elytra which serves to cover the hind part of the body and protect the wings. The beetles generally utilize their antennae as a primary organ for smell, but can alternatively be utilized the physical environment. Every single Bombardier beetle specie possesses an extremely hard and tough exoskeleton, made up of numerous plates called sclerites. They serve to protect the beetle from damage but to also provide flexibility and quick movement, easily the equivalent of a S-Class Ranked Shinobi's speed for B-Rank Summons, Sannin Ranked Shinobi's speed for A-Rank Summons and Kage Ranked Shinobi's speed for S-Rank Summons. What primarily allows the Bombardier beetles to develop their own 'unique' identity is they are able to spray extremely hot, and foul chemicals from their abdomen, either pressurized, as a wave or projectiles in a specific direction. The chemicals are extremely hot and corrosive, easily burning through the targets flesh. The beetle themselves are naturally unaffected by the chemicals, and all those who sign the contract are similarly immune. This ability can be used by all Bombardier beetle summons, and counts as one of three moves per turn. The user does not however necessarily have to summon a beetle, and can choose to summon a Bombardier beetle larvae instead. The latter possess the capability to engage in metamorphosis, which works on the same basis as a snakes skin shedding, with the only exception being that it transforms the larvae into an adult beetle.

The Bombardier Beetles who had historically resided in Las Noches were subjugated by shinobi from the Land of Demons sometime after the First Shinobi War. The Bombardier Beetles were placed under a Genjutsu by the followers of Moryo, a demon that was imprisoned in the Land of Demons. This slavery and servitude to the shinobi of the Land of Demons continued for centuries, with the beetles being used in inter-clan wars and being responsible for thousands of deaths in each war. However, during one of these wars, the beetles would eventually break their shackles of servitude and massacre all of their previous masters. With time, the art to summon a Bombardier beetle would be lost and the beetles would freely live in Las Noches. Many years later however, Baraggan Louisenbairn would eventually encounter the Bombardier beetles in the Land of Demons and seeking to acquire a suitable summoning animal, he would defeat the Boss of the Bombardier beetles in combat. With their pride tarnished, the beetles would relent to becoming Baraggan's Summoning Animals but would secretly hold a grudge against him, ever mindful of how he had humiliated them.

All Signers of the Bombardier Beetle Contract can have on their person, should they desire, a Summoning Scroll and/or Tattoo, both of which can be given/administered by the current Contract Owner during the training session for the Summoning Contract.
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Approved

New Submission. It shares the same name as a previous CJ of mine that got declined, but the overall concept is completely different.

(Katon: Rushifā no Resshō) - Fire Release: Lacerations of Lucifer
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: This technique primarily starts with the user infusing his chakra into earth beneath him and weaving a single handseal. This technique works with the user creating a molten layer of earth directly beneath the ground at any place within Mid Range of himself. The size of the molten earth layer can be upto 8m deep, as well as 10m in length and width. The technique allows the user to manipulate the heat generated from the molten earth, either to deliver 1st degree burns upon the person/object standing directly above the molten earth, using the earth as a medium or to alternatively suppress the heat so that the opponent is unable to realize the presence of the layer beneath him. At any point after creating the layer, the user can manipulate the chakra to expand; which would result in the molten layer exploding into a maelstrom of flames covering all of the area above the molten earth.
Note: The molten earthen layer can remain passively dormant for 3 turns after creation, after which it will not explode
Note: No S Rank or above Fire Technique in the next turn after creating the layer of Fire.
Note: Can only be used thrice per battle
Note: Can only be taught by Hell Autarch

Declined - this is too much like a lava jutsu for fire release and it clashes with a custom of Bishamons

New Submission

(Genjutsu: Bakahatsu!) - Illusionary Technique: Explode!

Type: Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: Explode! is a simple and straightforward technique that affects the targets senses. The technique allows the user to materialize upto 10 explosive tags anywhere on the field which ignite and explode immediately after materializing. What makes the Genjutsu more complex is that not only would the target hear the tags loudly exploding, but would suffer the consequences of the explosion as well. As such, any damage dealt by the tags to the field or to the target is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them unable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target.
Note: Can be used on multiple targets at once
Note: The effects of the illusion disapparate when/if the illusion is broken
Note Can only be taught by Hell Autarch

‡ Declined ‡ Clashes with Nakiri's CJ.
 
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Venom

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Re: Custom Jutsu Submission

[Katon/Fuuinjutsu: Uranai shinjitsu] - Fire Style/Sealing Arts: The Telling Truth
Type:Supplementary
Rank:B
Range:Short-Mid
Chakra:20
Damage:N/A
Description: Once two seals are made, two barrier will be released by the user, one directly after another. Each will move at the speed of a standard hindering sound technique. The first barrier will be marked with a kanji for "Seek" and is similar to "(Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique" except instead of detecting people, the barrier detects any and all seals, tags, and scrolls on the opponent, being drawn to the opponent's chakra within these containers. Any and all seals/tags/scrolls detected from the first barrier would be marked with a blue kanji for "Seek". Immediately after reaching the end of mid range, this barrier would simply dissapear. The second barrier works in tandem with the first, as it is imbued with fire chakra and is drawn to anything that was marked with the previously mentioned blue kanji set by the first barrier. The second barrier will place seals bearing fire chakra over all of these objects that were previously marked, which will release just enough fire chakra into the objects to corrupt the sealing script found within them by slightly burning it, thus making it unusable. In the case of seals found on the opponent's body, the opponent would only feel a slightly warm feeling on the place of the seal and find that part of the seal has been slightly burned away, doing the same thing to it as it only takes a bit to corrupt the sealing script and thus make the seal useless. Upon reaching the end of mid range, this barrier would also dissappear.

Notes:
Can be used three times per battle
Can only be taught by Venom and cant be used against him
Does no damage to the opponent whatsoever
Cant be combined with anything that enhances barriers
2 turn cool down between uses

‡ Declined ‡ Clashes with a technique Xylon has (the seeking/identifying of sealing tags on the opponent's body) and burning away all sealing tags on their body at the speed of a sound genjutsu? Simply unreasonable.

[Doton/Fuuinjutsu: Kurushimi] - Earth Style/Sealing Arts: The Suffering
Type:Supplementary
Rank:A
Range:Short-Mid
Chakra:30 (Then -10 Per Turn)
Damage:N/a
Description: The user will make a single handseal and releases a barrier from his body that continuously releases a heavy type of doton chakra, similar to that of "Earth Release: Super Added Weight Rock Technique" This chakra is invisible to the naked eye and will not hinder any being within the barrier's vision at all. The chakra remains dormant unless an animal under the command of the opponent of some sort is within the barrier (aburame bugs, summons, inuzuka dogs, etc). If this animal(s) is within the barrier the doton chakra will immediately move towards and stick to them, increasing their weight hundreds of times over and leaving them crushed and unable to move from their own weight. This can be defeated by a full body chakra surge above A rank by an Earth, Wind, or Fire based technique. Similarly it would take a surge above B rank for a lightning based technique, and one above S rank for a water based technique. However, the surge must be continuous for the duration of this technique due to the fact that the barrier is constantly using the user's chakra to release the doton chakra. If the opponent has somehow merged with the animal or otherwise has the animal inside them or apart of their body, they will also be effected by this technique until they are seperated.

Notes:
Lasts 3 Turns
Can only be taught by Venom and cant be used against him
No A rank fuuin in the same turn and no S rank in the next
Can be used twice per battle

‡ Declined ‡ Clashes with an Iwagakure Village Custom Jutsu (The Weight of Baphomet).

[Fuuinjutsu: Kōi hausu Taiseiyō] - Sealing Arts: A Favor House Atlantic
Type:Supplementary
Rank:C
Range:Short-Long
Chakra:15
Damage:N/A
Description: The user will make a single handseal and focus his chakra on any inaminate object(s) in range (such as sealing tattoos/scrolls/tags, weapons, clothes, etc). Upon doing so, the objects in question will become marked with a sealing forumula bearing the kanji for "Transform". The sealing formula will contain a chakra similar to that of the E Rank Transformation technique and will be linked to the user's chakra as well due to him fueling the technique with his chakra. Upon the seal appearing the user can immediately change the object marked into another inanimate object. One usage of this would be turning a kunai coming towards him into a feather. This technique can not be used to harm the opponent in any way at all. For example, the user cant change a kunai the opponent is holding into a ball of spikes. There may be no damage dealt by using this technique. The user may only affect objects within a total area of short range of each other

Notes:
Can only be taught by Venom and cant be used against him
Requires a 1 turn cool down between usages

‡ Declined ‡ Smart but again, this is unreasonable. This is another way of removing all sealing tags on the body, getting rid of weapons which would shut down samurai/command arts, getting rid of armours, getting rid of clothes which would shut down another CFS and so on.
 
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Serpent

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Re: Custom Jutsu Submission

(Chikushōdō: Tenrai Nottori) - Animal Path: Divine Takeover
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40 (-10 per turn)
Damage points: N/A
Description: A simple yet effective technique that requires the user to stab a summon with a chakra rod beforehand. The user will access his animal path and infuse his will upon the summon. This will force the summon under his control as the Rinnegan manifests in its eyes, linking its vision with the users.
Note:
-Can only be used by Animal Path or with it active
-Can only be used once per battle
-Can only be taught by Serpent

Declined - the overall effect is fine by me but one rod wouldn't do this. Pein had like 100 rods in each of his summons to control them much like his paths. When one rod was placed in naruto's hands it just distorted his chakra it didn't allow pein to control him
(Chikushōdō: Tenrai Nottori) - Animal Path: Divine Takeover
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40 (-10 per turn)
Damage points: N/A
Description: A simple yet effective technique that requires the user to stab a summon with multiple chakra rods. These rods will first extend from the user and then expand to the appropriate size required for the takeover. The size of the rods is reliant on the size of the summon to ensure the required amount of influence is used for the takeover.. The user will access his animal path and infuse his will upon the summon. This will force the summon under his control as the Rinnegan manifests in its eyes, linking its vision with the users. The summon is still linked to the user through their blood and so they still have control to disperse the summon.
Note:
-Can only be used by Animal Path or with it active
-Can only be used once per battle
-Can only be taught by Serpent

Approved




(Ototon: Unagi Toritsukaremashita) - Sound Release: Haunting Eel Song
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid (Long if used underwater)
Chakra cost: 40
Damage points: 80 (+20 if used underwater)
Description: The user will focus his chakra into his vocal cords and release a high pitch sound from his mouth. This sound will spread out in all directions up to mid-range causing anything with the ability to hear to fall into a paralysis, preventing movement. The user will then continue to strain their vocal cords by continuing the attack. By changing the frequency of the song they will then release an unfocused blast outward in all directions of pure sound chakra that levels anything in it's path up to Mid-ranged. Haunting Eel Song was originally designed to be used underwater and it's for that nature this song sounds horrific above ground. When used underwater however the technique sounds soft, and peaceful to the ear. The previously unfocused blast of sound will be focused, using the water as a natural medium the user will be able to focus this sound into the shape of a large Eel that will quickly move though the water, smashing into the opponent dealing blunt force damage.
Note:
-Can only be used once per battle
-Cannot use Sound Release next 2 turns
-Can only be taught by Serpent

‡ Declined ‡ The first use (paralyzing and releasing a blast of sound energy) clashes with a custom Vex has.
 
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Vayne

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Re: Custom Jutsu Submission

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (20 per turn)
Damage: -
Description: After performing 5 hand seals the Nara would extend his shadow all around him, the shadow would begin to rise. It maximum length is 15 meters. Then, through shape manipulation, the shadow would take one of two forms.
Form 1: The shadow takes the form of an armored samurai. The samurai can transform his arms to shields and swords. The samurai has a max reach of mid range. The user can remain inside the samurai, he would only need to create a small opening where he wants to remain. To control the samurai the user has several options.
The first is to perform one hand seal and 'become' the samurai. The samurai would imitate the movements of the user.
The second is to control the movements of the samurai after performing one hand seal. This enables the user to move away from the samurai(max mid range otherwise 'connection' is lost) while the samurai deals with the targets(while under the user's control).
The third manner of control requires three hand seals. The samurai would act on its own, becoming sentient.
Form 2: The shadow would take the form of a 4 legged, two headed, and 2 tailed creature. The creature would be grotesque in appearance having spikes and scales located throughout its body. The creature would be controlled by the user, it can reach mid range from the user. The creature can release shadow spikes from its body, the spikes can reach mid range from the creature. The spikes carry A rank strength. The spikes can penetrate defenses based on their 'elemental' strengths and weaknesses.
In both forms the shadow has the strength of steel. Furthermore, a line of shadow always connects the user to the forms. If that line is countered the technique would end.The size of the forms can be increased/decreased with the maximum size being 15 meters. This allows for tactical attacks. Ex: Increasing the reach of the samurai from 3 meters to 6 meters in order to surprise opponents.
-The forms have a striking power of 80 DMG points.
-Shadow techniques can be performed through the forms.
-Last 2 turns.
-Usable twice with a 2 turn interval between uses.
-No nara techniques one turn after use.
-Whilst using the technique the user can only use nara clan related techniques, kenjutsu, taijutsu, and non chakra based techniques.

Declined - the samurai becoming sentient i can't allow, it goes beyond the nara clan. Otherwise nice jutsu.

(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

Approved
(Genjutsu/Doton/Futon: Shaffutu) Illusionary Arts/Earth/Wind: Shuffle
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: -
Description: A technique that builds on multiple basic illusionary techniques and incorporates earth/wind in order to create a deceptive defensive technique. When an opponent is running/charging/flying/etc towards the user, the user would perform one hand seal and cast an illusion upon the target. Inside the illusion the target would see the user still in his place with the surrounding still the same. Basically nothing will change, in the opponents mind at least. However, in reality, the user would have used one of two methods to change the opponents direction. The user can either use earth to rotate the earth beneath the opponent to change the opponents direction. Or the user can use wind to accomplish the same result. The wind usage is usually aimed towards flying summons that are not on the earth. The user would rotate them with a harmless wind current. Both earth and wind usages would require another additional hand seal. Although the technique does no direct damage it can be used to mask dangerous tactics.
-Usable 3 times per battle.
-Only one version can be used at a time. So either earth/gen or wind/gen.
-Requires mastery of gen/wind/earth.

Declined - controlling elements and gen at the same time with one jutsu is a no.
(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40 (20 per turn)
Damage: -
Description: After performing 5 hand seals the Nara would extend his shadow all around him, the shadow would begin to rise. It maximum length is 15 meters. Then, through shape manipulation, the shadow would take one of two forms.
Form 1: The shadow takes the form of an armored samurai. The samurai can transform his arms to shields and swords. The samurai has a max reach of mid range. The user can remain inside the samurai, he would only need to create a small opening where he wants to remain. To control the samurai the user has several options.
The first is to perform one hand seal and 'become' the samurai. The samurai would imitate the movements of the user.
The second is to control the movements of the samurai after performing one hand seal. This enables the user to move away from the samurai(max mid range otherwise 'connection' is lost) while the samurai deals with the targets(while under the user's control).
The third manner of control requires three hand seals. The samurai would act on its own, attacking objects(up to 4 selected objects) that have the user's shadow chakra stored in them. For example a shadow infused kunai that the user hides in a targets bag.
Form 2: The shadow would take the form of a 4 legged, two headed, and 2 tailed creature. The creature would be grotesque in appearance having spikes and scales located throughout its body. The creature would be controlled by the user, it can reach mid range from the user. The creature can release shadow spikes from its body, the spikes can reach mid range from the creature. The spikes carry A rank strength. The spikes can penetrate defenses based on their 'elemental' strengths and weaknesses.
In both forms the shadow has the strength of steel. Furthermore, a line of shadow always connects the user to the forms. If that line is countered the technique would end.The size of the forms can be increased/decreased with the maximum size being 15 meters. This allows for tactical attacks. Ex: Increasing the reach of the samurai from 3 meters to 6 meters in order to surprise opponents.
-The forms have a striking power of 80 DMG points.
-Shadow techniques can be performed through the forms.
-Last 2 turns.
-Usable twice with a 2 turn interval between uses.
-No nara techniques one turn after use.
-Whilst using the technique the user can only use nara clan related techniques, kenjutsu, taijutsu, and non chakra based techniques.

Declined - the bold you changed doesn't make sense. DOes the samurai throw the weapons to attack or can i only attack objects that are bound by your shadows?

(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. This black light would show the presence of chakra up to mid range around them. This allows the user to be alert of possible offensive actions. However this light does not distinguish between chakra natures, it only distinguishes between different chakras, so opponents X chakra would be purple while opponents Y chakra would be Green etc.
-Usable 6 times per battle with a turn interval between use.
-Lasts for 2 turns.

Declined - at first i was reading this as you wanted to make longer shadows or blind with orbs of fire but then the ultraviolet light showing chakra ect? That's a no.

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. For example, a sword can be coated with wind chakra to increase the potency of attack. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow by sacrificing 20 chakra points, this counts as a move and can only be used 4 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.

Pending - pretty sure this clashes with HSN's shadow jutsu, will come back to this.

‡ Declined ‡ I'll allow this but you need a set duration, a maximum of 8 turns is too long. I don't believe the infusion of elemental chakra is feasible, so remove that.
 
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Negative Knight

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Re: Custom Jutsu Submission

‡ New Cycle ‡

The new cycle starts on 02/06/2016 (at 10:00 GMT +1) and ends on 08/06/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, we check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

5) Techniques I deem too long for no reason will be declined automatically.

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately.

Any pending or remaining customs will be checked as soon as possible.
 

Nathan

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Re: Custom Jutsu Submission

Removed the fact that the summon can use elements made up from the KG/CE.

(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or even a Custom Element, should the Summoner be lucky enough to have obtained one. The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

-
Declined - see highlighted xd

(Ototon: Mizumizushii Chikei Hakai) - Sound Release: Vibrant Topographical Disruption
Type: Supplementary/Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Vibrant Topographical Disruption is a unique technique, specifically designed to counter dojutsu users. Utilizing his mastery over sound, the user vibrates the sound in the environment around the target, this sound is low-frequency sound, so the human ear cannot hear them (lower than 20 Hz). These vibration are harmless to the target's body, except for the eyes. When the sound comes into contact with the target, the vibrations are sent through their body until they encounter the eyes. In doing so, the vibrations produced will vibrate the in the eye at such a rate that it will cancel out the chakra produced by or present within the eye, while simultaneously putting immense pressure on the and the . This will disrupt their vision, blinding them while effectively disrupting and/or deactivating their dojutsu, causing them to experience . Due to the pressure put on the hyaloid canal, the technique will persist for a prolonged period of time after the techniques deactivation. The user is able to guide the vibrations of the technique, ensuring it doesn't affect allies of unintended personnel, and states that it works on all dojutsu, even being able to affect the sight of normal eyes.
Notes:
- Lasts for three turns.
- Can only be used twice per-match.
- Cooldown of two turns before reuse.
- Can only be taught by Nathan.
- The name of the technique comes from the the disrupted vision of the target resembling the patterns seen in topographical maps.

Declined - although it's sound the precision would fall under that of med through the effect you desire. So submit it in the med cj thread.
(Gurifin Kuchiyose no Jutsu: Cornyx, Kōtei no Kūgeki) - Griffin Summoning Technique: Cornyx, Emperor of the Void
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40 (-30 Chakra to activate his ability)
Damage: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll in order to summon Cornyx, the Emperor of the Void. Cornyx is an ancient and malicious Griffin, said to have been old even while the Sage of the Six Paths still walked the earth. He is a monstrous and horrific sight to behold, as his body is mostly covered in matted black fur and ruffled ebony feathers, both of which are slowly decaying, while his body generally looks emaciated and well aged beyond any other Summoning Animal on the Griffin Contract, lending him an air of eeriness and general undeath. But despite his ghastly body, Cornyx can still fly and maintain flight for as long as any other Griffin, regardless of his seemingly decomposing form. Cornyx is also a very powerful Griffin, rumored to rival or potentially even exceed the power of the Griffin Emperor, Hono, however, due to his less than polite and kind personality, he is considered the "black sheep" of the Griffin Summoning Contract, and thus would never truly be considered for the position of "Boss" or "True Emperor".

Cornyx's greatest strength is also his greatest weakness, as it doesn't rely solely on his own power, and depends on the participation, unwilling or not, of his Summoner. Upon summoning him, Cornyx will attempt to make physical contact with his user, attuning himself to, and siphoning off of one of his summoner's Chakra Natures, like a parasite leeching from it's host. Cornyx will passively absorb a large amount of the user's Chakra (60 Chakra), and from that point on he will be capable of using whatever Chakra Nature he absorbed from his Summoner. Cornyx can choose from any Elemental Nature his Summoner is in possession of, be it one of the Basic 5, an Advanced Nature like KG, or a special element, sound, rain etc... The more powerful and unique the Chakra nature, the more aggresive and avaricious Cornyx becomes in his pursuit of it, which may end up in him deliberately harming his Summoner in order to achieve new Chakra and the abilities and techniques they allow him. Through this ability he will be capable of using all of the Jutsu of that Element, up to and including S-Rank, without the need for handseals. With all Jutsu used by Cornyx logically counting towards the users total Jutsu per move. This ability to adapt to other natures can be used as many times as Cornyx wishes, however, it always incurs the cost of 30 Chakra from the user, and the Element(s) from the latest usage of this ability overtake the Element(s) from the last, meaning Cornyx cannot have access to mutliple Elements simultaneously.

Note: Can only be summoned once, and can remain on the field for a maximum of four turns.
Note: Cannot summon any other Griffin for the next two turns.
Note: Must have signed the Griffin contract.

Approved

‡ Pending ‡ Leaving for Pervy.

(Ototon: Mizumizushii Chikei Hakai) - Sound Release: Vibrant Topographical Disruption
Type: Supplementary/Offensive
Rank: S-rank
Range: Short - Long
Chakra: 40 (-10 per-turn it is active)
Damage: 80
Description: Vibrant Topographical Disruption is a unique technique, specifically designed to counter dojutsu users. Utilizing his mastery over sound, the user vibrates the sound in the environment around the target. These vibration are harmless to the target's body, except for the eyes. When the sound comes into contact with the target, the vibrations are sent through their body until they encounter the eyes. In doing so, the vibrations produced will vibrate the in the eye at such a rate that it will cancel out the chakra produced by or present within the eye, while simultaneously putting immense pressure on the and the . This will disrupt their vision, blinding them while effectively disrupting and/or deactivating their dojutsu, causing them to experience circular waves of tarnished brown, chromium-like patterns within their ceased vision. Due to the pressure put on the hyaloid canal, the technique will persist for a prolonged period of time after the techniques deactivation. The user is able to guide the vibrations of the technique, ensuring it doesn't affect allies of unintended personnel, and states that it works on all dojutsu, even being able to affect the sight of normal eyes.
Notes:
- Lasts for four turns.
- Can only be used twice per-match.
- Cooldown of two turns before reuse.
- User must specialize in sound (primary or secondary).
- Can only be taught by Nathan.
- The name of the technique comes from the the disrupted vision of the target resembling the patterns seen in topographical maps.

‡ Declined ‡ Discussed this with another mod and the cancelling of Doijutsu is neither feasible nor reasonable.

(Ototon: Yajū Kakyoku) - Sound Release: Beast Melody
Type: Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: N/A
Description: By performing a set of two hand seals, the user releases a very specific frequency of sound wave that could be compared to the pattern of brainwave frequencies. These frequencies resonate animal brains and allows the user to take control of their actions. This is accomplished by the user focusing the notes frequency to resonate in the motor systems complex of the brain known as the basal ganglia and the premotor cortex. By releasing this sound correctly in the right frequency, the user can control an animal's behavioural patterns. This can range from making the animal be very playful, to becoming very aggressive. By manipulating the in the process, they are able to control the actions made by the animal.
Notes:
- Can be used against opponent's summons, and the users if they desire. Only up to S-rank based summons.
- The "controlled" animal is under the users influence for three turns unless halted, or broken out of.
- Can only be used twice per-match.
- Cool down of two turns before re-use.
- Can only be taught by Nathan.

Declined - This goes beyond the limits of sounds in my eyes, but if it's is possible it's medical and their is a thread for you to submit med customs in.
(Ototon: Yajū Kakyoku) - Sound Release: Beast Melody
Type: Supplementary
Rank: S-rank
Range: Short - Long
Chakra: 40
Damage: N/A
Description: By performing a set of two hand seals, the user releases a very specific frequency of sound wave that could be compared to the pattern of brainwave frequencies. These frequencies resonate animal brains and allows the user to take control of their actions. This is accomplished by the user focusing the notes frequency to resonate in the motor systems complex of the brain known as the basal ganglia and the premotor cortex. By releasing this sound correctly in the right frequency, the user can control an animal's behavioural patterns. This can range from making the animal be very playful, to becoming very aggressive. By manipulating the in the process, they are able to control the actions made by the animal. These could range from attacking their own summoner, or to defending from an attack from their summoner, protecting the user.
Notes:
- Can be used against opponent's summons, and the users if they desire. Only up to S-rank based summons.
- The "controlled" animal is under the users influence for three turns unless halted, or broken out of.
- Can only be used twice per-match.
- Cool down of two turns before re-use.
- Can only be taught by Nathan.

‡ Declined ‡ Ok so I had to go back and see who submitted this first. LoK made Parseltongue before you (though I believe it was in the same cycle) and eventually gave the idea to Lee. The main problem I have with this CJ is it's essentially far more powerful version of Parseltongue that works on any summon, regardless of whether you have it or not. That is simply too broad and too powerful. Even if you had Lee's permission to submit this, I couldn't allow this.
 
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Re: Custom Jutsu Submission

(Koton kishimu Kuchiyos) - Steel Gourd Summoning
Rank: A
Type: Supplementary/Attack/Defence
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 30 (to summon then 5 per turn)
Damage Points: 60
Description: The user will perform 1 handseal slamming their hands on the ground performing a summoning jutsu to summon a gourd of steel onto the users back. This is a gourd of steel like Gaara's sand gourd on his back but it's made up of and filled with steel Razor blades the user has created. This steel gourd is full of a steel razor blades which the user carries around with them all the time and is constantly infused with the users chakra. Being infused with the users steel chakra the user has a fast control over these blades with a few unique abilities. The first ability is to control these blades with simple hand motions much like gaara's sand sending them forwards int streams and waves. When ever they are released from the gourd they are rotating to increase their cutting damage. The second ability of the steel blades is the users ultimate defense much like Gaara's, the blades shoot out around the user to create a barrier in the shape of an orb with layered blades that look much like dragon scales when they stack for defense. This orb will form an A rank defense in an orb 1m around the user. The third and final ability of the gourd is replenishment. The user will perform one handseal releasing 30 chakra into the gourd causing the blades to split and multiply to replenish the stock of the blades, though this can only be done if they are not all destroyed. Much like gaara's sand, this steel gourd of blades can be used for attacks or defence that require a steel source by the user at any time. Due to this steel already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs (still relies on the users reactions and the movements are the same as a shot arrow). The steel blades are linked to the user and will come to there defence, as it is infused with the users chakra.

Note: The defencive ability can only be used once ever 2 turns and only used 5 times per battle. This takes up one of the users three moves per turn and is A rank. It can be used patially or in a full orb 1m around the user.
Note: Replenishing the blades takes 1 handseal, counts as a jutsu, can be done 3 times, costs 40 chakra and only works if there is the gourd itself left.
Note: -5 chakra for each turn the user has this on the field
Note: The user can control the blades in the gourd with hand gestures, this is A rank, counts as one of the users three jutsu per turn, and the user can only use fire/earth/steel elements while doing this.
Note: This lasts until destroyed or until the user de-summons it.
Note: While this is on the field it counts as one of the users three moves per turn

‡ Declined ‡ No to the coloured.

(Koton: Kenarashi kyouran ) - Steel release: Blade storm Fury
Rank: S
Type: Supplementary/Attack/
Range: short - mid
Chakra Cost: 40
Damage Points: 80
Description: This is one of Gajeels strongest known steel jutsu. Due to it's striking power it's come to be know as his "Dragon force" as when he uses this his skin and demenor is like that of a dragon. He will release a full surge of chakra through his body turning it all to steel much like impervious armor but instead of solid skin his body is layered with steel razor blades all over him that look like dragon sales. These are extremely sharp and hard creating a deadly defense for close combat. Not only this but the blades as a razor sharpness to all of Gajeels steel attacks slicing through flesh like it was butter. But the main ability is that of the destructive force like the steel dragon Metallicanna. When Gajeel makes a movement but it a punch, swing of the arm, kick ect, in the direction he does the movement he will release a large maelstorm of steel razor blades that rotate and spin around in the shape of an tornado creating a wave of destructive force. The blades going around creates a torando of pure force going up to mid range with the cutting power of the blades. Releasing the blades creates more to cover the users skin so as to not weaken the armor.

Note: Useable twice - two turns between use
Note: lasts 4 turns
Note: Only steel, earth and fire elements while active (can still use nin gen tai ect)
Note: No Steel jutsu A rank an above when over for that turn and the following
Note: Releasing the steel blades in a tornado counts as a jutsu and goes up to mid range, can be uses once every two turns and is S rank in power.

‡ Approved ‡ Edited.

(Koton: kigokoro no Metallicana) - Steel release: temperament of Metallicanna
Rank: A
Type: Supplementary/Attack/
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu is based of the basic steel release jutsu, where the user will release more chakra from their body to create steel constructs. But instead of creating the pillars and such, this creates more steel surrounding the users body parts giving the impression that that body part has grown. For example, if the user uses this on their arm, it would look like their arm had grown to a desired size made of steel, similar to akimichi jutsu but through steel creations. This maximum size of this is to reach up to mid range (15m) and be to scale in all other aspects. The user can choose to use this on a single body part or multiple, like both his legs ect, or one arm and one leg or just his chest. The user will need to describe this when using this jutsu and must follow logic. Though the size is increased the user is able to manipulate this as though it was still his own arm due to his chakra being in the construct surrounding his body part. This also acts a an armor of sorts being a solid form of A rank steel surrounding the user.

Note: Useable 4 times

‡ Approved ‡
 
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Alyx

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Re: Custom Jutsu Submission

(Jūho : Tamashii Baindingu Saakuru) Gentle Step: Soul Binding Circle
Type: Offensive
Rank: B_ Rank
Range: Short - Long
Chakra: 20
Damage: 40(Physically, -15 overall for residual)
Description: A technique inspired by the Gentle Fist Technique “Palm Heel Strike” and “Eight Trigrams Grid Palm” the user will channel chakra into their foot. Once they do, they will quickly stomp the ground which in the same motion will release a wave of chakra that instantly travels above the surface of the earth. The chakra will have the appearance of a white omnidirectional ring that when it comes into contact with the enemies body, the chakra will interact with them. This causes from the feet of the enemy to become paralyzed for a brief time similar to Palm Heel Strike, causing the muscles to slightly be damaged but nothing too serve and leaving only minor residual pain. This can also be applied through a direct kick towards the enemy and forcing the chakra into the body with the effects being more direct and stronger. Although made of chakra, the technique lacks any true destructive force and as such when facing physical based techniques such as Earth and Water, the wave will simply “pass through” it unhindered using the tangible form of the techniques as a guide, but other elements of the same rank can easily destroy the wave before contact is made or by removing contact with the ground.

*Can be used four times per battle, twice through direct application (kicking them) and twice as a ranged wave*
*No Gentle Fist Techniques above A-rank in the same turn*
*Target’s feet are paralyzed for one turn through wave application, but for two turns on a limb that the user applied through direct contact*

Approved - you could also make a variation that upon contract with their feet it creates and upwards burst of chakra sending them into the air.

Link to grid palm: due to being recent and not added to canon list.

(Suiton: Majikku Shirindā ) Water Release: Magical Cylinder
Type: Defensive | Offensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: N/A (Dependant on Technique)
Description: The user will form a single hand seal and using chakra manipulation will create two cannons or in this case “magical cylinders”. These cannons at first seem harmless but using chakra the canon on the left will be manipulated having the opening intercept an enemy attack which the will remain in contact with the cannon and using the chakra absorbing properties of Water Release will drain an enemy technique that is in contact with the cannon. Once this happens, the absorbed chakra will be “transferred” into the second right most cannon which will use the absorbed chakra as a source of power. This and combined with the pressure being built up inside, will then fire a powerful and highly sharp jet of water at the enemy. This process is done quick fast and using chakra manipulation the user can passively move the right cannon up to long range away in order to angle the attack or try to hit multiple enemies. The pressured jet of water is sharp enough to cut through stone easily. The power of the returned attack is one rank lower than the original technique. One unique trait about the cannons are being able to also "absorb" the properties of the enemy technique such as when absorbing a fire technique, the pressured stream of water would be scorching hot, absorbing lightning would add small shocking effects to it. This effect however can't be applied to CE or KG Elements. The cannons are created within short-mid range but fires back up to long ranged.

*Can be used two time per battle*
*No S-ranked Water in the same turn*
*Requires a one turn cool down before using again*

Declined - sorry yugi, but not today, the way you've tried it isn't feasable without something like fuuin.

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(Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash
Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The user can then rematerialize the weapon after passing safely and continue its intended course. The dematerializing of the weapons counts as a move before rematerializing it into its original form doesn’t. The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact.

*Can only be used three times per battle*
*Can be applied to up to four projectiles at once*
*No Fire Techniques S-ranked and bove next turn*
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Declined - this is too much like transmuting a weapon. I thought you were going to have it burst into a cloud of molten hot ash as i was reading it which would be cool, but reforming is no
(Katon: Kokuyouseki Hai) Fire Release: Obsidian Ash
Type: Defensive | Offensive | Supplementary
Rank: A- Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simple yet effective technique for ranged weapon users, the user will channel chakra into their weapons with fire chakra. Once they do this the user will release/throw/drop the weapon at the enemy. The effect of the technique isn’t seen through normal means as a standalone technique does nothing, but when the ranged weapon is in the process of being destroyed/stopped the user is able to click their teeth. This will activate the hidden mechanic of the technique in which the fire chakra embedded into the weapon will surge through it allowing it to dematerialize the weapon in question into ash thus allowing it to remain safe before impact with another object. The users ash is then formed into a cloud of hot ash which the user can activate to detonate and explode with a click of the teeth. The dematerializing of the weapons counts as a move but causing it to explode doesn’t . The projectiles although when infused with the fire chakra they look the same until activated midflight in which they shift into red hot ash. The projectiles in question also retain the explosive and hot properties of ash and once they touch the target burns on contact dealing 30 damage to them and can explode on contact dealing 60 damage.

*Can only be used four times per battle*
*Can be applied to up to one projectiles at at a time*
*No Fire Techniques A-ranked and above next turn*
*Ash cloud can remain for one turn before dissipating naturally*

Approved - nice jutsu, made edits

(Suiton: Majikku Shirindā ) Water Release: Magical Cylinder
Type: Defensive | Offensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: N/A (Dependant on Technique)
Description: The user will form a single hand seal and using chakra manipulation will create two cannons or in this case “magical cylinders”. These cannons at first seem harmless but using chakra the canon on the left will be manipulated having the opening intercept an enemy attack which the will remain in contact with the cannon and using the chakra absorbing properties of Water Release will drain an enemy technique that is in contact with the cannon which is done by the user creating a siphon from the cannon in order to gain contact and “drain” the chakra. Once this happens, the absorbed chakra will be “transferred” into the second right most cannon which will use the absorbed chakra as a source of power. This and combined with the pressure being built up inside, will then fire a powerful and highly sharp jet of water at the enemy. This process is done quick fast and using chakra manipulation the user can passively move the right cannon up to long range away in order to angle the attack or try to hit multiple enemies. The pressured jet of water is sharp enough to cut through stone easily. The power of the returned attack is one rank lower than the original technique. One unique trait about the cannons are being able to also "absorb" the properties of the enemy technique such as when absorbing a fire technique, the pressured stream of water would be scorching hot, absorbing lightning would add small shocking effects to it. This effect however can't be applied to CE or KG Elements. The cannons are created within short-mid range but fires back up to long ranged.

*Can be used two time per battle*
*No S-ranked Water in the same turn*
*Requires a one turn cool down before using again*

Leaving for NK - the method i mentioned was a tunnel of water like a slingshot, not absorbing, not sure on the absorbing part xd

‡ Declined ‡ You would need Fuuinjutsu for this.

Image of a siphon effect:
 
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Re: Custom Jutsu Submission

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Body of the Thoracica
Type: Offensive/Defensive
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: 30
Description:
All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools or weapons; small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed and they cannot create large tools like swords etc. The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to all elements up to C-Rank except from lightning which it can only withstand up to D-Rank as it can easily pierce and shatter it.

- Can only be used by Thoracica Type Barnacles and not contract signers or other barnacles without shell.
- Tools aren't spiked when created
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassin

♠ Approved ♠
Contract :
Updating :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Body of the Thoracica
Type: Offensive/Defensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description:
All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools, weapons or other kinds of constructs, though depending on the size of the Barnacle Summoning using this they can only make a certain amount of things.

C-Rank : Can be used by Single Thoracica Barnacles or above and can create small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed unless this technique is used again to manipulate it

B-Rank : Can be used by Small Groups of Thoracica Barnacles or above and can create a barrage of Kunai or Shuriken, a wave of Senbon. They can create weapons as big as Spears or even shields all the barnacles would contribute by stemming off their shells to create a large shield. They can create singular pieces of armour like gauntlets, chestplates or masks - can only create one of these.

A-Rank : Can be used by a Community of Barnacles like "Oregon" or above and can fire ordinary-sized swords or large shuriken, create and wield Large weapons like Battleaxes, giant swords, even walls or a group of spikes from the earth (Contact with the earth must be made). The Communities can create full sets of armour.

The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to elements however the shells are weak to lightning and strong to water. Like "Gadget Barnacle" the user can use this technique but only by clicking his fingers to summon a weapon within the limits of the chosen rank, the user cannot manipulate the shell though

- Can only be used by Thoracica Type Barnacles and not by barnacles without shell.
- C-Rank only has Short Range, B-Rank is Limited to Mid and A-Rank Long.
- User can only use the A-Rank version four times
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassin

‡ Update Approved ‡

(Shōkeimoji-Doton : Sōzō bungaku) - Heiroglyphic-Earth Release : Creationist Literature
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40 (-10 per turn)
Damage Points: 40 - 80
Description:
The user in the air creates a which is slightly transparent but can easily be seen - it is made out of Earth Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Tsuyo" within it. It can be created in front of the user's palm or flat of their foot, in a longer range it is capable of being created the air somewhere. An Earth Glyph can be shot forward by thrusting the user's arm forward or he can seem to "punch" or "kick" the created glyph. Glyphs are solid and can act as a simply wall or platform, if the user is to stand on the flat surface of the glyph they can take the properties of earth and become a solid defense and heavy - basically immovable, acting like the Earth Spear Technique where earth chakra floods through their body - however the downside of this is that they cannot move once they use this, to be able to move and use another technique the user has to cancel the whole glyph which can be done at any time.

The Earth Glyph when shot or created on a Dormant Earth Source like the ground will spin and from it four made out of Earth will shoot out from the glyph and can be aimed in any direction they want. After they have shot up from the ground four soldiers are created wielding a halberd each will seem to climb out of the ground - strength of technique is split between the soldiers (For Example, A-Rank Glyph would mean C-Rank Soldiers). The Soldiers can be commanded to attack separate targets or to defend the user. If an earth glyph is shot at an opposing Earth technique then the glyph if the same rank as the earth technique will print onto it the earth technique if equal to the glyph will crumble to rock pieces (mud will turn to rock) and fall uselessly to the ground, if the glyph is higher rank the rock will be molded into Halberds (Small or Large depending on the scale of the opposing earth technique) and will shoot towards a single target as one attack.

Alternatively If created in the air this can be above the user or the opponent (doesn't have to be above them) the glyph will attract earth from the ground towards it, if above a target the rising earth can hit and smash into the opponent (with the user they would just rise around). The Glyph will spin around as the earth clumps together and is molded into a larger single entity that is wielding two Halberds, it will come down to attack a target or can keep spinning and defend the user, using it's whole body as a shield or using the halberds to attack a technique. This Specific Entity is big enough for it to stand above the user, a leg on either side of him. The entity can be commanded after creation. If the Earth Glyph is simply shot at a target it can still do this, attracting the rocks from the ground to create a spinning entity that will be diving through the air and strike a target with it's Halberd.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Earth in the user's next turn.
- A-Rank can only be used four times per battle
- Maxmium size a Glyph can be is up to 4 meters in Diameter.
- Minimum size a Glyph can be is 2 meters in Diameter.
- Maximum of 4 Glyphs can be active at any given time
- Each Glyph Made is a Single use of this Technique, cannot make multiple Glyphs with One usage of the Technique
- Must be Taught by LonelyAssassin

Declined - to start off with the way you describe it would make it a fuuin jutsu.

(Shōkeimoji-Raiton : Osoroshī kōzu) - Heiroglyphic-Lightning Release : Horrific Composition
Type: Supplementary/Offensive/Defensive
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description:
The user in the air creates a which is slightly transparent but can easily be seen - it is made out of Lightning Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Hashi" within it. This Glyph unique from the others as multiple glyphs can be made with one use of this jutsu, however the rank is split between them as usual, Depending on the Rank only a max certain number of Glyphs can be made (S-Rank : 16 Gyphs. A-Rank : 8 Glyphs. B-Rank : 4 Glyphs. C-Rank : 2 Glyphs. D-Rank : 1 Glyph). The Glyphs main attack upon forming is a beam of fast lightning, traceable by the normal eye though it's speed reaches mid-range distances in a couple seconds - the glyph will seen to "charge" up as it grows brighter before unleashing the attack, though this is cosmetic and doesn't take much time at all it can still be noticed.

A beam fired from the palm of the user's hand or bottom of the feet is capable of pushing them back a few meters from the force, lets say D-Rank pushes them 2 meters, at a meter to that each time the rank increases. They can be created in the air and aimed at a single target or many, the beams would fire down upon the enemy and create that would sound like a constant beaming/humminh effect. When the Beams are fired they last for two turns or until destroyed, with this the user can create prisons or complex attacks.

The Beam does not have to be used, Glyphs can be created anywhere on the body for example on the palm of user's hand, bottom of them foot or tips of their fingers and thrown like a shuriken, they are extremely sharp and can cut through earth like butter. If a glyph comes into contact with a Conducting material like steel or water the lightning will power it up, creating lightning powered combinations or simply creating an electrified tool which could shock an opponent or aid the user. The glyph hitting a surface on the battlefield like simply the ground and will cause that surface to be electrified on the whole flat side of the glyph, the glyph shoots out bursts of non-concentrated electricity that reach upwards about 3 meters. Anyone caught in it will be paralyzed.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Lightning in the user's next turn.
- A-Rank can only be used four times per battle
- Beam Lasts for Two Turns, though if weakened will not "regenerate" in any way.
- Only Four Active Glyphs at a Time, this means separate usages of the technique
- Maxmium size a Glyph can be is up to 2 meters in Diameter.
- Minimum size a Glyph can be is about the size of a golfball
- Must be Taught by LonelyAssassin

Declined - same as above it's pretty much used like fuuin and to create "glythes" would require you to make it a cfs or clan ability. Nathan tried the same with sound release too.
Resubmitting :

(Shōkeimoji-Raiton : Osoroshī kōzu) - Heiroglyphic-Lightning Release : Horrific Composition
Type: Supplementary/Offensive/Defensive
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80
Description:
The user in the air creates a which is slightly transparent but can easily be seen - it is made out of Lightning Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Hashi" within it, but is not fuuinjutsu. This Glyph unique from the others as multiple glyphs can be chosen by the user to be made with one use of this jutsu, however the rank is split between them as usual, Depending on the Rank only a max certain number of Glyphs can be made (S-Rank : 16 Gyphs. A-Rank : 8 Glyphs. B-Rank : 4 Glyphs. C-Rank : 2 Glyphs. D-Rank : 1 Glyph). The Glyphs main attack upon forming is a beam of fast lightning, traceable by the normal eye though it's speed reaches mid-range distances in a couple seconds - the glyph will seen to "charge" up as it grows brighter before unleashing the attack, though this is cosmetic and doesn't take much time at all it can still be noticed.

A beam fired from the palm of the user's hand or bottom of the feet is capable of pushing them back a few meters from the force, lets say D-Rank pushes them 2 meters, at a meter to that each time the rank increases. They can be created in the air and aimed at a single target or many, the beams would fire down upon the enemy and create that would sound like a constant beaming/humminh effect. When the Beams are fired they last for two turns or until destroyed, with this the user can create prisons or complex attacks.

The Beam does not have to be used, Glyphs can be created anywhere on the body for example on the palm of user's hand, bottom of them foot or tips of their fingers and thrown like a shuriken, they are extremely sharp and can cut through earth like butter. If a glyph comes into contact with a Conducting material like steel or water the lightning will power it up, creating lightning powered combinations or simply creating an electrified tool which could shock an opponent or aid the user. The glyph hitting a surface on the battlefield like simply the ground and will cause that surface to be electrified on the whole flat side of the glyph, the glyph shoots out bursts of non-concentrated electricity that reach upwards about 3 meters. Anyone caught in it will be paralyzed.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Lightning in the user's next turn.
- A-Rank can only be used four times per battle
- Beam Lasts for Two Turns, though if weakened will not "regenerate" in any way.
- Only Four Active Glyphs at a Time, this means separate usages of the technique
- Maxmium size a Glyph can be is up to 2 meters in Diameter.
- Minimum size a Glyph can be is about the size of a golfball
- Must be Taught by LonelyAssassin

‡ Declined ‡ This is simply no different from lightning customs made to fit your Glyph theme. No one of these abilities are unique enough to warrant approval.

(Shōkeimoji-Doton : Sōzō bungaku) - Heiroglyphic-Earth Release : Creationist Literature
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra Cost: 20 - 40 (-10 per turn)
Damage Points: 40 - 80
Description:
The user in the air creates a which is slightly transparent but can easily be seen - it is made out of Earth Chakra, the pattern of the glyph is custom as long as it's Circular and has the Kanji of "Tsuyo" within it, but is not fuuinjutsu. It can be created in front of the user's palm or flat of their foot, in a longer range it is capable of being created the air somewhere. An Earth Glyph can be shot forward by thrusting the user's arm forward or he can seem to "punch" or "kick" the created glyph. Glyphs are solid and can act as a simply wall or platform, if the user is to stand on the flat surface of the glyph they can take the properties of earth and become a solid defense and heavy - basically immovable, acting like the Earth Spear Technique where earth chakra floods through their body - however the downside of this is that they cannot move once they use this, to be able to move and use another technique the user has to cancel the whole glyph which can be done at any time.

The Earth Glyph when shot or created on a Dormant Earth Source like the ground will spin and from it four made out of Earth will shoot out from the glyph and can be aimed in any direction they want. After they have shot up from the ground four soldiers are created wielding a halberd each will seem to climb out of the ground - strength of technique is split between the soldiers (For Example, A-Rank Glyph would mean C-Rank Soldiers). The Soldiers can be commanded to attack separate targets or to defend the user. If an earth glyph is shot at an opposing Earth technique then the glyph if the same rank as the earth technique will print onto it the earth technique if equal to the glyph will crumble to rock pieces (mud will turn to rock) and fall uselessly to the ground, if the glyph is higher rank the rock will be molded into Halberds (Small or Large depending on the scale of the opposing earth technique) and will shoot towards a single target as one attack.

Alternatively If created in the air this can be above the user or the opponent (doesn't have to be above them) the glyph will attract earth from the ground towards it, if above a target the rising earth can hit and smash into the opponent (with the user they would just rise around). The Glyph will spin around as the earth clumps together and is molded into a larger single entity that is wielding two Halberds, it will come down to attack a target or can keep spinning and defend the user, using it's whole body as a shield or using the halberds to attack a technique. This Specific Entity is big enough for it to stand above the user, a leg on either side of him. The entity can be commanded after creation. If the Earth Glyph is simply shot at a target it can still do this, attracting the rocks from the ground to create a spinning entity that will be diving through the air and strike a target with it's Halberd.

- S-Rank Version can only be used twice and has two turn cooldown. No S-Rank or above Earth in the user's next turn.
- A-Rank can only be used four times per battle
- Maxmium size a Glyph can be is up to 4 meters in Diameter.
- Minimum size a Glyph can be is 2 meters in Diameter.
- Maximum of 4 Glyphs can be active at any given time
- Each Glyph Made is a Single use of this Technique, cannot make multiple Glyphs with One usage of the Technique
- Must be Taught by LonelyAssassin

‡ Declined ‡ I wouldn't say this is Fuuin but the concept of manipulating "earth chakra" itself without controlling/creating earth, mud or dust is just too weird. I can't imagine someone standing on "earth chakra". I know it's possible with raw chakra and such but I'm simply not keen on allowing something like this.
 
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Matt

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Re: Custom Jutsu Submission

(Kōton: Kenshiki no Pendragon) - Steel Release: Pride of the Pendragons
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: N/A
Description: After using Conquest of Camelot, the user will passively activate an innate ability of theirs to convert all future earth techniques created from the affected portions of the ground into steel release ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth dragon will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. This ability only affects the user's own earth techniques and it only works with earth techniques solid rock in composition.

Note: Can only be used twice per battle
Note: Lasts until Conquest of Camelot ends
Note: Doesn't work with KG/CE variants of Earth Release

✦ Both approved, and there goes that jutsu I was talking about ✦
(Kōton: Fuhensei no Uther) - Steel Release: Ubiquity of Uther
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: This is the brother technique to Pride of the Pendragons and can only be used during Glory of Galahad. The user will passively activate an innate ability of theirs for two distinct purposes. Firstly, all future earth techniques created from their steel body will be converted into steel releases ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth armour will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Applying this ability to techniques which require maintenance such as the Stone Golem will not result in their premature termination.

The second part of this technique affects earth infusions such as Gift of Gaia, Structural Shift and Conquest of Creation. While this is active, the user will be capable of applying them to Steel Release techniques but must follow all other restrictions on the technique with two amendments. Essentially restrictions pertaining to "Earth" will be substituted with "Steel". Any infusions or abilities activated during this technique will instead last until Galahad ends rather than their original duration. For example, if an ability usually lasts four turns but Galahad has two turns left, it will only last for two turns.

Note: Can only be used twice per battle
Note: Lasts until Glory of Galahad ends
Note: Doesn't work with KG/CE variants of Earth Release

Declined - you mention too many jutsu for me to go searching for that are effected by this. You need to post a quote to them or links to them atleast so i can get a full idea of how all these will stack.

(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. This technique lasts a maximum of three turns but if used during Glory of Galahad, it will instead last until Galahad ends. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.

Note: Lasts for three turns
Note: Can only be used twice per battle

Declined remove the bolded

(Koton: Roiyaru no Bukiko) – Steel Release: The Royal Armoury
Type: Offensive
Rank: A
Range: Short - Long (Mid-Long if the user doesn't want to sustain damage)
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hands on the ground and focus on the sky to open up a portal above the battlefield (similar to Sticky Earth Drop). From the portal, thousands of steel weapons of all types (e.g. kunai, shuriken, swords, etc) will rain down from within it at the speed of a fired arrow. The weapons are infused with the user’s koton chakra and when they strike the ground, they will “explode” into countless shards that will move outwards omndirectionally from the point of impact in the same manner as Steel Release: Malevolence of Mordred. The portal can be created to span a limited area or the entire battlefield but in the case of the latter, the user will need to defend themselves suitably throughout this technique’s duration.

Note: Lasts for three turns
Note: Can only be used twice per battle

Declined - lasting for three turns of an A rank barrage of exploding steel is too much

‡ All Pending ‡ Leaving for Pervy.
 
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Punk Hazard

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Re: Custom Jutsu Submission

(Fuuton Fuuinjutsu: Kyōsei Kiseichū)Wind Style Sealing Arts: Symbiotic Parasite
Type: Defensive/Supplementary
Rank: S
Range:Short
Chakra:40
Damage:N/A(Depends on the technique countered)
Description: This technique takes the form of a seal that is tattooed on the user's body, constructed from a combination of the Kanji for "Parasite" and "Symbiote." Upon performing the Tiger-Bird handseals, the Kanji will release around the user's body a coating of wind that remains connected to the seal, lying a few millimeters from the user's skin and remains invisible to the naked eye. The wind, S-rank in power, is highly condensed and circles around the user's body, having a solidity to its form. The wind, condensed as it is, is actually a continuously flowing gust, carrying a powerful force that is meant to act in defense; when an enemy that is meant to touch the user's body touches the coating of wind, the seal will cause the wind to redirect its flow, the powerful current produced from the wind's flowing halting the momentum of the attack, trapping it as the wind surrounds it almost instantly. Simultaneously, the coating of wind will shed itself from the person of the user, launching in a particular direction of the user's choice, effectively causing the coating of wind to drag the impeding enemy attack with it by trapping it within its current and surrounding the attack, giving the attack a slightly green hue due to the wind surrounding it. The coating can only work on S-rank and below techniques in respect to elemental strength and weaknesses, reacting to matter and energy alike.
-Can only be used three times per battle
-Technique is sustained by the seal on the user's body once activated, allowing the user to perform other techniques
-Lasts for four turns
-Technique doesn't impede sight or hearing
-Can only be checked by Negative Knight or Lord of Kaos




(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn but only one use of this technique. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)


Updating the restrictions only.

(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next


✦ All Declined, I'll take over declining your CJ this time then. Contrary to popular belief, you aren't capable of choosing who checks your CJ, that's what we decide. ✦
Resubmitting:

(Fuuton Fuuinjutsu: Kyōsei Kiseichū)Wind Style Sealing Arts: Symbiotic Parasite
Type: Defensive/Supplementary
Rank: S
Range:Short
Chakra:40
Damage:N/A(Depends on the technique countered)
Description: This technique takes the form of a seal that is tattooed on the user's body, constructed from a combination of the Kanji for "Parasite" and "Symbiote." Upon performing the Tiger-Bird handseals, the Kanji will release around the user's body a coating of wind that remains connected to the seal, lying a few millimeters from the user's skin and remains invisible to the naked eye. The wind, S-rank in power, is highly condensed and circles around the user's body, having a solidity to its form. The wind, condensed as it is, is actually a continuously flowing gust, carrying a powerful force that is meant to act in defense; when an enemy that is meant to touch the user's body touches the coating of wind, the seal will cause the wind to redirect its flow, the powerful current produced from the wind's flowing halting the momentum of the attack, trapping it as the wind surrounds it almost instantly. Simultaneously, the coating of wind will shed itself from the person of the user, launching in a particular direction of the user's choice, effectively causing the coating of wind to drag the impeding enemy attack with it by trapping it within its current and surrounding the attack, giving the attack a slightly green hue due to the wind surrounding it. The coating can only work on S-rank and below techniques in respect to elemental strength and weaknesses, reacting to matter and energy alike.
-Can only be used three times per battle
-Technique is sustained by the seal on the user's body once activated, allowing the user to perform other techniques
-Lasts for four turns
-Technique doesn't impede sight or hearing

✦ Declined, clashes with existing CJ ✦

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)


Updating the restrictions only.

(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next

✦ Both Approved, removed the first bold line in the first one.✦
 
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